A Realistic Strategy Entity
#61
Posted 16 January 2006 - 08:37 AM
@Tulac: It's only me! But to the point: I was thinking about going as deep as squad based detail - which wouldn't necessarily be the smallest unit on the field. So every squad's actions would be calculated and determined how much they move and cause and sustain casualties. Squad, gun team, whatever. Now some clever guy thinks how much that would actually burden CPU. Well, it isn't necessarily too much, as most of the units aren't in the battle or be active in battle at the same time. In my earlier example contact was made with one company (12 squads), battles would most likely settle down in the defense line when 1st regiment attacked the road and so on. The battle doesn't usually rage everywhere at the same time. Units need to rest (especially after even a short assault in heavy snow), they have only limited ammunition, etc. Of course a coordinated all-out assault would burden CPU... Well, game could calculate units in sizes of platoons, if that platoon is together. Or why not even a company.
But that's just how. Then we come to the huge problem: What values would be realistic? There we would just have to read reports from WW2 and try to figure out somewhat believeable values. And I mean reliable reports, not some commissar's of Soviet Guard Army. And it would be huge effort to tune up those values, I admit. Units would also have certain amount of weapons, which of some would break down, soldiers should be able to pick replacements to lost weapons, etc. Complicated, true, but worth it. Then there are very difficult problems like morale, exhaustion, etc. How to calculate morale? How to determine when unit is exhausted and simply just can't continue before some rest? How do new recruits effect the unit's combat ability? Big questions which are hard to answer, unless we just simplify things a lot. Which, in name of reality and what is possible, we would need to do. To be honest, I haven't yet given this thing enough thought, so I don't have answers yet, but hopefully soon.
#62
Posted 16 January 2006 - 11:00 AM
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#63
Posted 16 January 2006 - 11:24 AM
Hmm... I've been pondering how I could do it turn based, as whole game would be so much easier to do. Hex-based of course, but turn length is a big question. You should be able to give orders every minute, but 1 minute turns would prolong the game to possibly unnecessary lengths. Think about battle lasting two days? 2880 turns! Then again there would certainly be periods when you wouldn't give any orders, when units are moving into position or preparing to battle. Simply pressing end turn for even hundredsof times just to get into the positions. Not likely. One solution could be that game would jump into the phase when first unit reports in. Or skip 10 turns - again game would intercept if some unit reported in. Or even skip 60 turns (hour), for situations where player knows that fulfilling orders will take some serious time. Opinions?
Btw, one important thing has been forgotten: Player's general. You wouldn't necessarily know the exact location in the map, like when on fast moving, you'd just get estimated position. But that wasn't the most important thing. It is that you can die. Simpliest way to ensure you can give orders is to be with the unit, but it could place you under fire and into serious danger. Die or seriously wound, game ends. Light wounds wouldn't necessarily trouble you. And of course, you might be unconscious for some time if shell happens to explode close enough, but won't kill you. Also, you need to sleep sometimes. All these times your adjutant (read: AI) would be in charge and responsible. Which brings to my mind an idea, that if sleeping and enemy manages to do surprise attack to your HQ, you'd of course wake into the sounds of combat. Unless spec ops have killed or captured you already silently!
Well, there was again too much text. I don't even believe nobody has actually read all these!
#64
Posted 16 January 2006 - 12:09 PM
EDIT: Even if the game would need to be bought I'd be happy. There are many ways to get a sold game
#65
Posted 16 January 2006 - 12:35 PM
So far I've been thinking that smallest unit would be single soldier. Okay, fine idea in a way, but when combined with following abilities I'd like units have, I don't think it's fine anymore. Abilities thought so far:
Weapon skills:
Close Combat
Small Arms (rifle, smg, etc)
Light Guns (machine gun, at-rifle, bazooka, etc)
Heavy Guns (at-guns, inf-guns, tank-guns, etc)
Mortars, Artillery, Anti-Aircraft
Movement abilities:
March, Bicycle, Horse, Ski, Drive Wheeled, Drive Tracked, Drive Boat, Drive Train
Other abilities:
Drill (unit's NCO skill, remember that commander needs to train his men too)
Battlefield experience (how able unit is to fight under fire, affects also morale)
Command, Endurance, Morale, Taking Cover, Fortify, Mines, Explosives, Radio
And one important thing: None of the above is visible information!!! There could be evaluations of how good your troops seem to be, like in reality, but in reality you don't have exact numbers, where to lean to. And of course inexperienced replacements would drag values down.
Combining weapon skill and used weapon would give the total value, which is used against enemy's Taking Cover, altered by terrain, entrenchment etc. Does that sound even remotely reasonable?
#66
Posted 16 January 2006 - 02:04 PM
DakaSha:if you go into a kindergarden and give all the kids rubber schlongs they will prob just hit each other over the head with them
DakaSha:and you have a class of little kids hitting eachother with rubber dongs which must be quite funny (also Picklweasel knight I am)
#67
Posted 16 January 2006 - 02:51 PM
Juni Ori, on Jan 16 2006, 12:35 PM, said:
#68
Posted 16 January 2006 - 04:06 PM
For all you artists here... and we have enough. Please draw me something :D Click Here. If possible include your nick. A simple Test. dunno of the PICKLEWAESEL order!!1!2
#69
Posted 17 January 2006 - 08:46 AM
Back to topic, I have big pile of designs and scenarios drawn and written on paper. Looks like I'm going to do the game design even if nobody ever programs it. Hooked and badly!
#70
Posted 21 January 2006 - 12:11 AM
Go on, start coding, before someone takes this brilliant game idea and releases it under windows vista
Don't fight the bad things in life, find the good ones! They are everywhere! Don't spend your life fighting for goals you can never reach! Live for the moment!
#71
Posted 21 January 2006 - 01:27 PM